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| #1squaretangleJul 07, 2008 18:27:06 | So I was planning to try a build out for my next campaign, but my friend and I are wondering if anything is broken and doesn't make sense. Fighter 5/Master Thrower 5/Assassin 10 *Note*: Our DM allowed the Assassin's death attack to just be a thrown weapon attack within 20 feet of the enemy rather than a melee attack. References: Player's Handbook v3.5 Complete Warrior Complete Adventurer Unearthed Arcana (Character Flaws) Complete Scoundrel (Skill tricks) Race: Halfling Character Flaws: Noncombatant: -2 penalty on all melee attack rolls Unreactive: -6 penalty on initiative checks Feats: Two-weapon fighting, Weapon Focus (Dagger), Point Blank Shot, Far Shot Precise Shot Combat Expertise Weapon Specialization (Dagger) Combat Intuition Power Critical (Dagger) Improved Two Weapon Fighting Deft Strike Greater Two Weapon Fighting Master Thrower Thrown weapon tricks: Deadeye Shot: The critical multiplier for any specific type of thrown weapon increases by one (for example, a hand axe has a critical multiplier of x4 instead of x3) when this ability is used. The benefit of this ability does not stack with any other effect that increases critical multipliers. Doubletoss: A master thrower with this ability may, as a standard action, throw two weapons at one or two targets within 30 feet. The character may apply her full Strength bonus to each weapon (instead of one-half her Strength bonus for the off-hand weapon). The normal penalities for fighting with two weapons apply on page 160 of Player’s Handbook). Palm Throw: When using little thrown weapons (darts, shuriken, and daggers), a master thrower with this ability may throw two of each weapon with a single attack roll. Damage for each weapon is resolved separately, but the master thrower does not apply her Strength bonus to either damage roll. Skill Tricks: (Complete Scoundrel) Mental: Spot the Weak Point (Complete Scoundrel p.84) _____ Basically, by lvl 20, I will have a base attack bonus of +17/+12/+7/+2 (i think) meaning I will have 4 main hand attacks and 3 off hand attacks (greater two weapon fighting), a total of 7 attacks. With each attack roll, my master thrower skills allow me to throw two daggers from each hand, thus making a total damage of 14d4 (due to being a halfling). With each of those daggers, the assassin class gives +5d6 sneak attack damage. Therefore, I am assuming that I can do a potential total of: 14d4 (dagger hit damage) + 14*5d6 (sneak attack damage) + strength bonus + poisons (if i put some one my daggers) = 56 + 420 + (negligible) = 476 damage. Is something broken about this build? Any help is very much appreciated. Fixes to my build would be also great. Thanks ![]() Btw, Tome of Battle is not allowed. |
| #2carnivoreJul 07, 2008 18:33:40 | Fighter 5 is not very good try this: Rogue 1/ Fighter 4/ Assassin 10/ Master thrower 5 not in that order.... take enough Assassin to qualify for Master Thrower(BAB req)... then take all of the Master Thrower levels.... as for Master thrower tricks... i would use these: Palm Throw – Each attack with little thrown weapons (i.e., daggers, shuriken, & darts) can be with two of the weapons. Do not apply your Strength modifier to the damage of either. Trip Shot – On a successful thrown weapon attack, you can make a Trip Attack in addition to the damage. Make a Dexterity check with a +4 bonus opposed by your the opponent’s Strength or Dexterity check (whichever is better). Advantages such as ‘Stability’ apply. Bonus from Feat: Improved Trip do not apply. Weak Spot – When attacking an opponent of your size or larger, you may make a Ranged Touch Attack (instead of a Normal Ranged Attack), though you may not apply your Strength modifier to the damage. You may only take this trick as a 5th level Master Thrower. :D |
| #3ookamikibaJul 07, 2008 18:50:59 | I can't remember where, but there was a feat that allowed for ranged Bull-rush attempts. Someone used it with, I think, Shock Trooper to smash people into walls all over the place...wish I could remember what it was... |
| #4squaretangleJul 07, 2008 18:51:43 | Actually, that's a great change to master thrower tricks (thanks). So, if i were to change it up with 1 level of rogue, i would potentially have +6d6 damage. This means 14d4 + 14*6d6 = 560 damage The way I am calculating these damages are correct, right? My friend believes that I am doing something wrong and someone should NOT be able to do so much damage without doing something wrong.:P Also, Does that mean i don't even need Combat Expertise/Deft Strike? I get that bonus with the Master Thrower trick anyways. What should i replace those feats with? I believe that there is a skill that allows me to replace 4d6 of sneak attack damage with 1d4 of Constitution damage. Therefore with 14 of these sneak attacks, I can replace 64d6 (of the 84) with 14d4 constitution damage. Is that right? Also again...I was wondering which stats I should be allocating my points into. The DM used a method of rolling stats as follows: 1st Step: Roll a d6 and a d8 simultaneously 6 times. Therefore range is from 2-14, and the average is an 8. 2nd Step: If the average of your stat rolls was less than 10, then you may roll a d6 six times, otherwise a d4 six times. The 6 rolls from the second step could be added to any stat sum of the 1st step. My rolls were (1st step) 13, 11, 10, 8, 8, 8. (2nd step) 6, 6, 5, 5, 5, 2 Any stats above 18 (excluding things like race traits) are discarded. For example, 11 + 6 + 2 = 19, but will be dumbed down to 18. So I was thinking of making my stats 18 (13 + 5), 18 (8 + 5 + 5), 17 (11 + 6), 16 (10 + 6), 10 (8 + 2), 8 Str:16 - 2(halfling trait) = 14 Dex:18 + 2(halfling trait) = 20 Con:17 Int:18 Wis:8 Cha:10 I put stats into strength because I am thinking that I would need strength to hold all of these daggers and I put 10 into charisma because I didn't want an ugly character :P. I could have potentially had a build of 18, 18, 18, 17, 8, 8. Anyone have any thoughts? |
| #5ookamikibaJul 07, 2008 19:29:01 | Actually, that's a great change to master thrower tricks (thanks). So, if i were to change it up with 1 level of rogue, i would potentially have +6d6 damage. Sounds good, is that average damage, by the way? 14d4...erm...2.5...14...35 Con on average?????????????????????????????????? ![]() ![]() |
| #6squaretangleJul 07, 2008 20:16:58 | Oh average damage i suppose is 7.5d4 + 14*3.5d6 = 30 + 49d6 = 30 + 294 = 324? Still awesome IMO :D |
| #7discostanJul 08, 2008 1:01:37 | Just remember, the target needs to be flatfooted or otherwise denied their Dex bonus, and you need to be within 30 feet in order for sneak attack to apply. Since you're using ranged attacks, you can't flank with them; you're more or less forced to get some source of permanent blinking. Also, if you can't get past damage reduction, those loads of 1d4 damage hits won't do much damage at all. Also, always remember that at higher levels of play, the critters you fight tend to be immune to critical hits/sneak attacks, which is terrible if you're relying on them as your main source of damage. You need to fit in the Quick Draw feat somewhere in there to throw all those weapons on one round (the Returning ability on the weapons might help, but you need to be in the same spot the next round, I think). |
| #8squaretangleJul 08, 2008 1:45:39 | So some way of flanking with range doesn't exist? What would i do about this "permanent blinking" problem?What about the Master thrower trick: Trip Shot – On a successful thrown weapon attack, you can make a Trip Attack in addition to the damage. Make a Dexterity check with a +4 bonus opposed by your the opponent’s Strength or Dexterity check (whichever is better). Advantages such as ‘Stability’ apply. Bonus from Feat: Improved Trip do not apply. That trick can be useful sometimes, but it isn't a full remedy to my problem. Master Thrower automatically gives me the quick draw feat, so no worries on that one. You are right, i don't really know what to do against things that are immune to sneak attacks. Any suggestions? |
| #9discostanJul 08, 2008 11:40:01 | Tripped opponents aren't considered "denied their Dex" for sneak attack purposes. Though it is still handy. The two biggest groups of sneak attack immune creatures are Undead and Constructs, and if you get Golemstrike or Gravestrike (Spell Compendium/Complete Adventurer) cast on you (via spell or weapon enchantment), you can hit them with precision damage. I think the Magic item Compendium has some crystals you can attach to weapons that do the same thing, but if you're using a whole lot of daggers, this might not be the best option. Easier way to get Blink as a constant effect is with a Ring of Blinking. It's pretty pricey though. There's a crazy throwing build around that you might be able to get ideas off of. http://forums.gleemax.com/wotc_archive/index.php/t-792530 |
| #10squaretangleJul 08, 2008 14:44:34 | Is there such a thing, like a Wand of Grave Strike/Ghost Strike?The Ring of Blinking is definitely expensive. Does anyone know any other strategies as to deny their dex bonus? A list of when people are denied their dex bonus would be greatly appreciated. Also would Rapid Shot and Disemboweling Strike be a good feat to replace the Combat Expertise/Deft Strike feats (now that the Master thrower trick made them much less useful)? |
| #11carnivoreJul 08, 2008 15:01:55 | i would not worry too much about Sneak Attack Damage .... focus on Tactical ability: with these MT Tricks: Palm Throw Trip Shot Weak Spot you will be making Ranged Touch Attacks with all of your throws, and each time you hit... you get to Trip using Dex also!... Palm Throw Doubles the number of objects you are throwing.... so i would focus on throwing ... like this: Halfling halfling race stats HALFLINGS +2 Dexterity, –2 Strength. Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. Halfling base land speed is 20 feet. +2 racial bonus on Climb, Jump, and Move Silently checks. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. +2 racial bonus on Listen checks. Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing. |
| #12squaretangleJul 08, 2008 16:21:05 | Wow, that's a great build, I wanted the bleeding wound effect from the start (how did you know? ) May i ask where this rogue variant comes from? I need to show my DM what book it's from. Other than that, it looks like how i wanted it to be originally, but with an awesome build :p. Thanks a whole lot everyone, especially you carnivore!One more question, where is this inherent tome thing that I see in the build? what is that? Also what was this +6(item) or something that i saw? Not only that, there is a part after rogue 1 where it says "feat". Does that mean I am to choose one more feat? Edit: Oops didnt see that the variant page said Unearthed Arcana up top hehe, my bad. |
| #13carnivoreJul 08, 2008 16:25:41 | Wow, that's a great build, I wanted the bleeding wound effect from the start (how did you know? Unearthed Arcana Other than that, it looks like how i wanted it to be originally, but with an awesome build :p. Thanks a whole lot everyone, especially you carnivore! .... you are welcomeOne more question, where is this inherent tome thing that I see in the build? what is that? Also what was this +6(item) or something that i saw? +6 Gloves of Dexterity or if your DM allows you to put it in different other items ... or +6 Headband of intellect depending on which one you are talking about +6 Belt of Magnificense(Mini Handbook) 200000gp is even better... it gives +6 Enhancement to All Attributes and only uses the belt Slot :D |
| #14squaretangleJul 08, 2008 16:33:16 | So this Variant Rogue build, so i gain bonus feats the same style as fighter? at level 1,2,4,6,etc? Also, I see that Master Thrower has Manyshot in your build at lvl 2. What is that? I see Evasion at Master Thrower's lvl 2 in the CWar Edit: man i'm eating my own words. It's a feat level... whoops. |
| #15carnivoreJul 08, 2008 16:33:50 | the inherent tome thing is .... when you use this magic Item(BooK, Tome or Manual):Tome of Clear Thought: This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book. Because the tome of clear thought provides an inherent bonus, the reader will earn extra skill points when she attains a new level. :D |
| #16carnivoreJul 08, 2008 16:34:23 | So this Variant Rogue build, so i gain bonus feats the same style as fighter? at level 1,2,4,6,etc? yes :D |
| #17squaretangleJul 08, 2008 16:41:13 | One last problem. Where did the two weapon fighting go? Manyshot is for arrows, not daggers? Also, isn't the point of brutal throw to use my strength for my attack roll? Why would i do that if I have higher dex? |
| #18carnivoreJul 08, 2008 16:45:29 | you dont need it.... TWF applies to Melee attacks... not Ranged ... notice:TWO-WEAPON FIGHTING [GENERAL] if you want Ranged Attacks.... then you take this: RAPID SHOT [GENERAL] if you notice.... Ranger 2 will give one or the other.... but if TWF applied to Ranged attacks... then there is no need for Rapid Shot :D |
| #19squaretangleJul 08, 2008 16:59:15 | here's Manyshot if you wanted to see it. Manyshot [General] Prerequisites Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 Benefit As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four). Damage reduction and other resistances apply separately against each arrow fired. Special Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Manyshot as one of his fighter bonus feats. A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor. _________________________ Not only that, but in a previous post by DiscoStan, he posted this link: http://forums.gleemax.com/wotc_archive/index.php/t-792530 Why does the creator use Two weapon fighting in there if he's not supposed to? *confused* P.S> I'm still unsure about the feat on the Rogue 1 line. |
| #20amadithegreatJul 08, 2008 17:57:50 | Fighter 5 is not very good Rokugan Ninja 5 / Master Thrower 5 / Assasin 10 8d6 sneak attack, Dodge x2, Random Stuff. (Int to Initiative etc.) |
| #21hsienJul 09, 2008 7:38:29 | Misc notes, sorry don't have a lot of time to go into a lot of detail. Palm Throw trick is a volley, similar to Manyshot and only provides for 1 SA dice per attack roll, per CoW errata. TWF is usable with many Thrown Weapons, and a common build of throwers is to get both TWF and Rapid Shot From SRD regarding Thrown weapons and TWF "The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon." Telling Blow PHII, apply SA dice on a confirmed critical. Note this does not apply if attack is already getting SA dice. A must have imo if relying on SA damage. Just do full attacks and rely on crits to give you SA If you take F4 for the Wpn Spec That opens up Ranged Wpn Mastery which is nice +2hit/+2damage+20' range increment and stacks with WF/WSpec Character with High Intelligence Swashbuckler 3 to get Int mod to damage Rogue/Swash + Daring Outlaw feat for class level ability stacking, like SA Scarab of Golembane, check with DM to see if he allows it for Thrown weapons as well, mine did because description does not specify melee weapons. |
| #22empirateJul 09, 2008 9:06:28 | After the sneak attack thingy has been shot down (people never seem to learn about the volley ruling...), I'm gonna be the next to ruin some fun: Ranged tripping is a terrible idea. Quoting from the SRD: Show Prone |
| #23hsienJul 09, 2008 9:17:50 | I actually prefer Ranged Trip over Palm Throw despite the +4 to Ac once they are Prone. Weak Spot @ MT5 lets you go against Touch AC, so +4 to that is not a big deal, in my exp. Fot the assassin build it's not a terrible idea, if they are not finished off by attack then tripping makes it harder for them to close with you or flee.Also handy if there are bodyguards protecting the target. |
| #24empirateJul 09, 2008 10:24:26 | Granted. But I still don't see the point in making it any harder for you to attack your target. The only point I see in ranged tripping is making only the last two (palm throw) attacks trip attacks - that way you can deal your damage, then put the target on its back. |
| #25carnivoreJul 09, 2008 11:22:06 | Ranged tripping is great ofr this type of build... as Hsien said... in addition ... you will be throwing a lot of things... so you can target several creatures... Doing Damage and getting a Trip Attack for free it is a Tactical thing .... control the enemies movement remember this build will do a lot of damage, but that is not the main thing... versatility and adaptability will do more to help a party Hsien... Swashbuckler class ability to add int to damage... IIRC, only applies to Melee Weapons(must be light or Finnessable) good catch about TWF and Rapid Shot.... i forgot ![]() :D |
| #26hsienJul 09, 2008 12:12:43 | Insightful Sstrike can be used with any light weapon or weapon that weapon finesse applies...iirc it doesn't specify "melee" weapon. Fairly common in thrower builds from what I've seen. Dagger is a light weapon, so that works. I like dagger and the TWF tree for this ( over Rapid Shot) because it functions for melee and ranged. Theres a deceased Mountain Troll that can confirm this after he closed with me, one more reason I swear by Telling Blow as well. |
| #27carnivoreJul 09, 2008 14:52:25 | i just finished working on adjustments to the build i posted above... using some of Hsiens suggestions..... but the Boards screwed up and i lost the entire post... ![]() :headexplo ![]() :hoppingma IDIOT WOTC ADMINISTRATORS...MORONS!!!so i will just give the results: +38 attack bonus 14 attacks All Ranged Touch Attacks... and Sneak Attacks and doing 1pt/round continuous damage each total damage 294 +14/round + 14 trip attacks :D |
| #28squaretangleJul 09, 2008 15:10:38 | I swear you guys are GENIUSES in this subject. I don't know what Hsiens abbreviated words are so i can't really understand what he said. I don't care so much about doing ridiculously amounts of damage, i just want to be very useful with this build. Any Build suggestions are awesome! Thanks everyone. I'll be watching this thread often. |
| #29carnivoreJul 09, 2008 15:38:28 | ill try it again ...... Halfling Rogue(Feat Variant) 2/ Ranger 2/ Fighter 1/ Assassin 10/ Master thrower 5 Stats: (My rolls were (1st step) 13, 11, 10, 8, 8, 8. (2nd step) 6, 6, 5, 5, 5, 2) 13 Str(10+5-2 racial) 20 Dex(13+5+2 racial ) 16 Con(11+5) 14 Int(8+6) 14 Wis(8+6) 10 Cha(8+2) @20th lvl 13 Str(10+5-2 racial) 36 Dex(13+5+2 racial +5 levels +5 Inherent(Tome) +6 item) 16 Con(11+5) 24 Int(8+6+4 Inherent(tome) +6 Item)) 14 Wis(8+6) 10 Cha(8+2) Character Flaws: Vulnerable : You take a -1 penalty to Armor Class. Poor Reflexes: You take a -3 penalty on Reflex saves. Rogue 1................. TWF, Point Blank Shot,Precise Shot, Far Shot Rogue 2................. Weapon Focus(dagger) Ranger 1................ Oversized TWF, Track Ranger 2................ Rapid Shot Fighter 1............... Weapon Finnesse Assassin 1............. Arterial Strike Assassin 2 Master thrower 1 ... Quickdraw Master thrower 2 ... ManyShot............needed for Imp Rapid shot Master thrower 3 ... Imp Crit(dagger) Master thrower 4 Master thrower 5 ... Imp Rapid Shot Assassin 3 Assassin 4 Assassin 5 ............ Imp Precise Shot Assassin 6 Assassin 7 Assassin 8 ............ Flick of the Wrist or Imp TWF Assassin 9 Assassin 10 feat explanations:....... Flick of the Wrist[General] (CWar p99)(RotW p150)req: Dexterity 17, Quick Draw, Sleight of Hand: 5 ranks If you draw a Light weapon and attack with it in the same round, your opponent is Flat-Footed for the first attack. This ability can only be used once per round and only once per opponent in a given battle. Oversized Two-Weapon Fighting[General, Fighter] (CAdv p111)req: Strength 13,Two-Weapon Fighting When wielding a One-Handed weapon in your off hand, you only take penalties as if it were a Light weapon. i included Weapon Finnesse .... just in case you need to attack something in Melee(you can use 2 Rapiers(thats what Oversized TWF is for) ...... Flick of the Wrist is a Great feat... for a thrower build... since you will have a lot of attacks where you just draw the weapon and throw it :D |
| #30squaretangleJul 09, 2008 15:54:19 | So How exactly are there 14 attacks in that build? Also, lets say that this build has 14 attacks (for a full round action i assume). How exactly does flick of the wrist work exactly? Which part of the attack denies their dex? just the first primary hand attack? p.s. Can someone re-explain the volley rule for palm throw again? Do you not get 2 attacks per throw? ![]() |
| #31carnivoreJul 09, 2008 16:10:58 | So How exactly are there 14 attacks in that build? the build assumes that you have Boots of Speed to get Haste(gives you an Extra Attack at highest BAB) BAB +16 Full Attack +16/+11/+6/+1 +16/+16/+11/+6/+1 .... with Imp Rapid Shot +16/+16/+16/+11/+6/+1.... with Imp Rapid Shot and Haste +14/+14/+14/+14/+9/+4/-1.... with Imp Rapid Shot and Haste and TWF +14/+14,/+14/+14,/+14/+14,/+14/+14,/+9/+9,/+4/+4,/-1/-1.... with Imp Rapid Shot and Haste and TWF and Palm Throw Also, lets say that this build has 14 attacks (for a full round action i assume). How exactly does flick of the wrist work exactly? Which part of the attack denies their dex? just the first primary hand attack? when you draw EACH Dagger out of its sheath for the first time/per opponent/ per combat p.s. Can someone re-explain the volley rule for palm throw again? Do you not get 2 attacks per throw? the Volley rule is like this.... you only apply Sneak Attack Damage with the first attack of a Volley.... so with this set up ... red is the attack that gets SA bonus damage +14/+14,/+14/+14,/+14/+14,/+14/+14,/+9/+9,/+4/+4,/-1/-1.... with Imp Rapid Shot and Haste and TWF and Palm Throw :D |
| #32squaretangleJul 09, 2008 16:53:32 | So Flick of the Wrist works with each weapon separately? So since i have 2 daggers in a hand, only the 1st one gets sneak attack damage, and is it also since i only get "1 attack" per dagger since i'm throwing it? That's sorta weird. Someone want to shed light on this for me and tell me which attacks exactly are affected by flick of the wrist? Does anyone have a suggestion to which assassin spells would work best? |
| #33carnivoreJul 09, 2008 19:52:38 | basicly yes.... but Palm throw does not allow SA with the other attack from the one hand as for Spells .... try these: 1st lvl Assassin spells Divination Critical Strike(CAdv p145) – If the caster succeeds on a melee attack against a foe that is flanked –or– denied his/her Dexterity bonus to AC, the caster gains the following: a) +1d6 damage (only if the foe is vulnerable to Sneak Attacks); b) threat range is doubled (does not stack with similar effects); and c) +4 Insight bonus to confirm critical threat. Instant Locksmith(CAdv p153) – The caster may make one Disable Device or Open Lock check this round as a Free Action. The check receives a +2 Insight bonus. Instant Search(CAdv p153) – The caster may make one Search check this round as a Free Action. The check receives a +2 Insight bonus. Sniper’s Shot(CAdv p157) – The next single ranged attack made by the caster within the spell’s duration may use his/her Sneak Attack no matter the range (assuming all other Sneak Attack requirements are met). True Strike(PH p296) – Add +20 Insight bonus to your next attack roll within 1 round. Also negates miss chance due to Concealment. Enchantment Distract Assailant(CAdv p146) Close-range, 1rnd, WillNeg, SR applies> – The target creature is treated as Flat-Footed until the beginning of its next round. Shock and Awe(DR325 p72) SR applies> – One target per level in a 30’ area that are Flat-Footed due to a surprise round of combat receive a –10 penalty on their Initiative roll. Targets that cannot be Flat-Footed (such as creatures with Uncanny Dodge) are immune to this spell. |
| #34squaretangleJul 09, 2008 21:39:18 | I'm looking at Flick of the wrist again...and it says once per round. Doesn't that mean he's not flat footed after my first attack? Are you sure that this "once per round" is separate to each weapon? |
| #35hsienJul 10, 2008 7:56:19 | Some misc points: Palm Throw is a volley, as indicated and functions basically like Manyshot, except w/o the increase in number of weapons you throw. 1: It is only 1 attack roll, per set of 2 weapons Palm thrown, so 7 attacks just with some extra damage form the 2nd thrown weapon. 2: SA only applies once 3: Most DM's I know follow the same Manyshot guidance and only allow one weapon to be multiplied on a confirmed crit, the 2nd does it's notmal damages 4: Each weapon must overcome DR/resistances seperately, this is the main drawback of Palm Throw. The 2nd dagger tends to suffer until you can afford to have and carry a wide range of specila material/magical daggers. Round one, assuming you act before opponent, they would still be flat-footed for all remaining attacks. Flick of Wrist can only be used once per round, so is sup-par to Imp TWF, imo. Check w/ your DM's interpretation but the once per round and once per opponent in given battle , the "and" ( bold mine) seems clear that it can only be used once per round, regardless of how many different people are targetted. Giving up a feat for Manyshot just to get access to Imp Rapid Shot, not bad but I'd prefer to lose out on that to get free up those feats for another TWF tree feat if possible and...Telling Blow. Oversized TWF? Stay focused on daggers, I think this feat could be replaced with something more useful to the Throwers main function,like Telling Blow I really can't say that enough if you have any sort of decent SA dice Keep in mind that when throwing daggers at with MT5 gives Improved Critical So daggers would be 17-20 x 2. Thats a 20% chance of thretening a critical per throw, and thus triggering SA dice w/ Telling Blow, assuming your not already getting SA dice. Take Deadly Precision MT trick and daggers go to 17-20 x 3 when thrown |
| #36amadithegreatJul 10, 2008 16:18:26 | Race: Strongheart Halfling Classes: Rogue 4 / Fighter 3 / Exotic Weapon Master 1 / Master Thrower 1 / Exotic Weapon Master 1 / Master Thrower 4 / Fighter 1 / Rogue 1 / Swashbuckler 3 (Normal): Point Blank Shot (+1 to hit and damage to opponents within 30ft.) (Halfling): Precise Shot (No -4 penalty for shooting into melee.) (Normal): Exotic Weapon Proficiency – Crescent Knife (May use the weapon in question.) (Fighter): Weapon Focus – Crescent Knife (+1 to hit with the weapon in question.) (Fighter): Two-weapon Fighting (-2/-2 penalties.) (Master Thrower): Quick Draw (Draw weapon as a free action.) (Normal): Improved Two-weapon Fighting (Second off-hand attack.) (Fighter): Weapon Specialization – Crescent Knife (Deals +2 damage with the weapon in question.) (Normal): Greater Two-weapon Fighting (Third off-hand attack.) (Master Thrower): Snatch Arrows (1/round, deflect incoming attack, catch the weapon. Throw it back.) (Normal): Rapid Shot (Flurry of blows with ranged weapons.) (Normal): Attack: Name: +5 Crescent Knife Speed and Collision with Greater Crystals of Returning and Truedeath Bonus: +35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+35/+30/+30/+30/+30/+30/+30/+30/+30/+25/+25/+25/+25/+25/+25/+25/+25/+20/+20/+20/+20 20 times +35 8 times +30 8 times +25 4 times +20 Damage: 1d3+19 Critical: 19-20/x3 IMMAH FIRING MAH LAZAAAAH It uses Dragon Magazine Material, though. Without crescent cheese it only has 20 attacks. ![]() |
| #37squaretangleJul 10, 2008 18:31:14 | so let's assume i have 4 hits originally, Amadi. If i don't use this crescent stuff, there's the 4 hits + 1(TWF) + 1 (ITWF) + 1(GTWF) + 1 (Rapid Shot) = 8 Palm Throw makes it 16. Am I missing something? I also don't see where this max BAB is coming from or why there are so many of them. |
| #38amadithegreatJul 10, 2008 19:01:19 | so let's assume i have 4 hits originally, Amadi. If i don't use this crescent stuff, there's the 4 hits + 1(TWF) + 1 (ITWF) + 1(GTWF) + 1 (Rapid Shot) = 8 Speed Enhancement = 1 moar. Now, I don't remember where I got the last one, but there must be some really good explanation for it. This build is ancient. :P |
| #39squaretangleJul 11, 2008 2:15:36 | Amadi, I doubt I can use the Dragon Magazine stuff, so what would that build look like instead? I'd assume i don't need those exotic weapon levels. Also, can you only show what you would get without items? |
| #40squaretangleSep 04, 2008 16:28:24 | So I haven't touched this character for a couple of months now, and have finally come back to it. I have a question, however, as to what to put for my last feat. _______________ Race: Halfling _______________ Stats: Str 16 -2 = 14 Dex 18 +2 = 20 Con 17 Int 14 Wis 13 Cha 10 _______________ References: Player's Handbook v3.5 Complete Warrior Complete Adventurer Complete Scoundrel Unearthed Arcana _______________ Character Flaws: Noncombatant: -2 penalty on all melee attack rolls Poor Reflexes: -3 Reflex Saves _______________ ECL, Class/HD/LA, Base Attack Bonus, Fort, ,Ref, Will, Feats, Stat Bonus, Special 1st Rogue +0 +0 +2 +0 Two-weapon fighting, Point Blank Shot, Far Shot, Precise Shot Trapfinding 2nd Rogue +1 +0 +3 +0 Weapon Focus (Dagger), Evasion 3rd Ranger +2 +2 +5 +0 Weapon Specialization (Dagger), 1 Favored Enemy, Wild Empathy, Track 4th Ranger +3 +3 +6 +0 Rapid Shot 5th Fighter +4 +5 +6 +0 Power Critical (Dagger) 6th Assassin +4 +5 +8 +0 Arterial Strike, Sneak Attack +1d6, Death Attack, Poison Use, Spells 7th Assassin +5 +5 +9 +0 Uncanny Dodge, +1 save against poison 8th Master Thrower +6/+1 +5 +11 +0 Quick Draw, Thrown Weapon Tricks: Palm-Throw 9th Master Thrower +7/+2 +5 +12 +0 Telling Blow , Improved Evasion 10th Master Thrower +8/+3 +6 +12 +1 Thrown Weapon Tricks: Trip Shot 11th Master Thrower +9/+4 +6 +13 +1 Snatch Arrows 12th Master Thrower +10/+5 +6 +13 +1 Improved Two Weapon Fighting, Critical Throw, Thrown Weapon Tricks: Weak Spot 13th Assassin +11/+6/+1 +7 +10 +2 Sneak attack +2d6 14th Assassin +12/+7/+2 +7 +11 +2 +2 save against poison 15th Assassin +12/+7/+2 +7 +11 +2 Greater Two Weapon Fighting, Sneak attack +3d6, Improved uncanny dodge 16th Assassin +13/+8/+3 +8 +12 +3 +3 save against poison 17th Assassin +14/+9/+4 +8 +12 +3 Sneak attack +4d6 18th Assassin +15/+10/+5 +8 +13 +3 ---------------------, +4 save against poison, Hide in plain sight 19th Assassin +15/+10/+5 +9 +13 +4 Sneak attack +5d6 20th Assassin +16/+11/+6/+1 +9 +14 +4 +5 save against poison _______________________ Stat distribution every 4 levels: +1 Con +1 Dex +1 Dex +1 Dex +1 Dex _________________________ Skill tricks: Acrobatic Backstab ________________________ So my question here is: what should i put for that last feat that would be most useful? Btw, Sorry if it is hard to read, i tried my best to organize it Also, What can I do to counter that horrible will save? ![]() If you think I should change some things, please tell me. Every comment is Appreciated! :D |
| #41carnivoreSep 04, 2008 16:44:10 | Improved Precise Shot(Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen. this way you can throw in any situation and hit what you throw at :D |
| #42squaretangleSep 04, 2008 17:33:10 | Carnivore, you are the best....thanks ![]() Does everything else look good to you? |
| #43carnivoreSep 05, 2008 4:59:05 | looks great .... BAB+16, 5d6 Sneak Attack, 4th lvl Arcane Spells, DC 22 Death Attack, lots and LOTS of Ranged Touch Attacks, Ranged Tripping, HIPS, Improved Evasion, Improved uncanny dodge even works well in a low-magic Campaign........ good job :D |
| #44squaretangleSep 05, 2008 6:57:59 | Lol i shouldn't be up right now....anyways, what can i do to help with this horrible will save of +4? |
| #45mdsummerSep 05, 2008 9:18:23 | Hmm. My old post if you want to reference.. I prefer consistent damage to SA damage, so Swashbuckler is in. http://forums.gleemax.com/showpost.php?p=11985007&postcount=135 (I can't remember if Insightful Strike goes for every dagger or a single dagger.. might need to swap with Weapon Specialization). You may want to relook your progression... getting SA 2d6 at level 13 is very late. Furthermore since you have higher stats you might be able to close out GTWF earlier. |
| #46carnivoreSep 05, 2008 15:16:00 | Lol i shouldn't be up right now....anyways, what can i do to help with this horrible will save of +4? you can get the feat "Iron Will" from Otyugh Hole, legendary Location from Complete Scoundrel,IIRC... value 3000gp +5 Cloak of Resistance is cheap ... only 25000gp... gives Resistance bonus to all saves +6 Amulet of Wisdom .... 36000gp Ioun Stone: Pale green Prism +1 competence bonus on attack rolls, saves, skill checks, and ability checks ....... 30,000 gp Stone of Good Luck (Luckstone): This stone is typically a bit of rough polished agate or some similar mineral. Its possessor gains a +1 luck bonus on saving throws, ability checks, and skill checks......... 20,000 gp. +5 Tome of Understanding(Wisdom) ......... 137,500 gp Crystal Mask of Mindarmor: A crystal mask of mindarmor grants the wearer a +4 insight bonus on all Will saving throws....... 10,667 gp everything stacks... and gives you the following: +2 Iron Will +11 to Wisdom = +5 Saves +5 resistance +1 Luck +1 Competence +4 Insight total = +13 to Will Save or just get this: Third Eye:Conceal Show Third Eye Conceal: While worn, a third eye conceal protects the wearer from view by all devices, powers, and spells that detect, inf luence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers or effects (except for metafaculty); this item affects the wearer as if he enjoyed the benefit of the psionic mind blank power. Strong telepathy; ML 15th; Craft Universal Item, psionic mind blank; Price 120,000 gp. Third Eyes Third Eyes: These objects appear as small crystals, always with at least one wide, flat facet, and contain a variety of powers. When the owner uses the proper command thought, the crystal adheres to the center of his forehead (the same command thought causes the third eye to disengage). Only one third eye can be worn at a time. A third eye is treated as eyewear or goggles for the purpose of determining which items can be worn on the body. |
| #47squaretangleSep 06, 2008 0:18:06 | <3 carnivore, my own personal guru... Now what to do to get all this munny |